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- /**************************************************************************/
- /* portal_gameplay_monitor.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef PORTAL_GAMEPLAY_MONITOR_H
- #define PORTAL_GAMEPLAY_MONITOR_H
- #include "core/local_vector.h"
- #include "servers/visual_server_callbacks.h"
- #include <stdint.h>
- class PortalRenderer;
- struct VSRoom;
- class PortalGameplayMonitor {
- public:
- PortalGameplayMonitor();
- void unload(PortalRenderer &p_portal_renderer);
- // entering and exiting gameplay notifications (requires PVS)
- void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms);
- void set_params(bool p_use_secondary_pvs, bool p_use_signals);
- private:
- void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed);
- bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms);
- void _swap(bool p_source_rooms_changed);
- // gameplay ticks happen every physics tick
- uint32_t _gameplay_tick = 1;
- // Room ticks only happen when the rooms the cameras are within change.
- // This is an optimization. This tick needs to be maintained separately from _gameplay_tick
- // because testing against the previous tick is used to determine whether to send enter or exit
- // gameplay notifications, and this must be synchronized differently for rooms, roomgroups and static ghosts.
- uint32_t _room_tick = 1;
- // we need two version, current and previous
- LocalVector<uint32_t, int32_t> _active_moving_pool_ids[2];
- LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_curr;
- LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_prev;
- LocalVector<uint32_t, int32_t> _active_rghost_pool_ids[2];
- LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_curr;
- LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_prev;
- LocalVector<uint32_t, int32_t> _active_room_ids[2];
- LocalVector<uint32_t, int32_t> *_active_room_ids_curr;
- LocalVector<uint32_t, int32_t> *_active_room_ids_prev;
- LocalVector<uint32_t, int32_t> _active_roomgroup_ids[2];
- LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_curr;
- LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_prev;
- LocalVector<uint32_t, int32_t> _active_sghost_ids[2];
- LocalVector<uint32_t, int32_t> *_active_sghost_ids_curr;
- LocalVector<uint32_t, int32_t> *_active_sghost_ids_prev;
- LocalVector<uint32_t, int32_t> _source_rooms_prev;
- VisualServerCallbacks::CallbackType _enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
- VisualServerCallbacks::CallbackType _exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
- bool _use_secondary_pvs = false;
- bool _use_signals = false;
- };
- #endif // PORTAL_GAMEPLAY_MONITOR_H
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